”A thousand Heads fall to be united again.A thousand Eyes see to be blinded again.Twin Moons clash at Dusk, and will fight ‘til Dawn.When the Pyr rises the Shadows are strong.Beware the Eye of Xel.It rests in the skies!”~An ancient Rathyan prophecy, date unknown

THE STORY:

It is the year 1253yps. It has been ten years since the Sophya-Xephamor War had ended, a five hundred year conflict between Xephamor and Sophya following the Sophyan Onslaught, an event that nearly wiped out the eastern Orr-kin tribes. Such a war has been going on for so long that people essentially have forgotten the reasons for why it started. There were several theories related to this; the Xephamorians waged war against Sophya in defense of their Orr-kin allies, or it was a religious matter entirely and began after a religious dispute between the two parties that lead to the killing of a Sophyan priestess.

Whatever the reasons, the Sophya-Xephamor War took a heavy toll on surrounding neighbors, costing acres of precious land, and countless money spent on the war effort. Eventually both nations would owe large sums of money to those who were help financing the war, plunging both of them into a period of great depression, aptly named the Dark Ages. This also became a time of Reconstruction and Technological Revolution, mainly with the rise of a relatively new nation, Mek, a nation born in the sky.

The end of the war came as a surprise to many. A young girl who hailed from Zorron (a nation that was only seventy three years old at the time) had a major role in the end of the five hundred year war. According to the wise men of Xephamor, she was one of the two Man-kin born each generation who could speak with the Umbry, beings from Xephamorian lore. While her exact role in the signing of the Treaty of Armagon is unknown legends tell of her battle against the other “Umbry-ta” and how a thousand eyed monster covered the skies of Xephamor during the Battle at Armagon. While most people believed this to have been an illusion orchestrated by the girl herself, apparently the two opposing nations took it as a sign, putting aside their differences and signing the peace treaty.

Both nations were dismayed to find that their troubles weren’t over and that they had to face the consequences for their selfish war. Their former allies turned against them, in favor of a new superpower which would soon become known as the Mekian Empire, one that promised to return economic stability to the world. A technological revolution commenced, and the Steam Age had begun. Airships and zeppelins appeared in the skies of a Rathya, robotic beings appear seemingly out of nowhere on the streets. Technology such as the radio and the telephone has been invented as well. But while most welcomed these new technologies, some wonder of the origins of the robotic beings. Logic had it that a Rathyan simply could not have created such beings, not without the help of magick. Mekians do not use magick, having denounced it at the end of the war, so the same question lingers on everyone’s minds; Where did the robotic beings come from? And it’s not only that. The capital city of Mek, Meka, has been a subject of inquiry ever since it was designed by Naveen Tinker in the year 1093yps. How can something so large stay afloat in the air?

In the year 1250yps, a group of Xephamorians and Sophyans met in secret to form the Sulumbry, an organization of investigators whose mission is to figure out the secret behind Mek’s success. With the help of Rathya’s criminal underground, the Sulumbry have already spread their numbers throughout Rathya within the capitals of the key members of the Mekian Alliance. They are currently looking for more recruits to the anti-Mekian cause.

A foreboding aura has filled the air, one that foretells of death and destruction. The fear of one is the fear of many: There may be another war on the horizon.

THE WORLD:

Rathya is a world similar to ours in appearance. It is diverse in climate and terrain, with a similar circumference, and a relatively similar magnetic field. The planet is divided into 8 main nations: Sophya, Xephamor, Zorronia, Icilee, Orrlee, Faelee, Terrantula, and Mek. Between the lands of each nation, there are a number of territories shared amongst different nations depending on their locations. These lands were originally occupied by a number of other civilizations that disappeared during the Orr-kin Raids.

The following are detailed descriptions of the different nations:

Sophya---- Also known as the Nation of the Pyr. Sophya is located in the midst of a vast desert and is known for its hot desert climate, as well as its religious zealots. Its capital, Sul (located in the middle of a great oasis), has been a place for political dealings for centuries. Currently is suffering from a great depression, with the growing possibility that the monarchy may be sacked.• Lead Religion ---- Sulism.• Former Enemies ---- Orrlee and Xephamor.• Allies ---- Faelee.• Location ---- Between Zorron and Faelee, in the midst of the Glass Desert.After the war, Sophya and its sister territories entered a great depression that would last twenty years. It has owed many debts to nations such as Icilee and Mek, and suffered its own casualties from its turmoil with Xephamor. Out of desperateness its officials begun to heavily tax its people, causing civilians to greatly distrust their own government. In the last five years, there has been a steady rise in poverty, people from all over the country had traveled to Sul in hopes of obtaining its pure water rations, as well as finding shelter from the scorching hot sun. Those living in the desert often starve or turn to petty crime, and the sandstorms seem to hit harder than ever before. Sophya’s newest monarch, King Philemon, is having problems of his own dealing with the new Mekian Empire and its increasing influence. Civilians are in outcry, calling for the sacking of the old monarch.

Xephamor---- Also known as the Nation of the Holy Eye. Xephamor is located in the midst of volcanic mountains and is known for its barren environment, as well its mysterious past. Its capital, Umbry (located in the center of a dormant volcano), has been a place of ancient secrets for centuries and still is. Currently is suffering from a great depression, and is starting to question just how much power the Mekian Empire really has.• Lead Religion ---- Bludism.• Former Enemies ---- Sophya and Faelee.• Allies ---- Orlee and Icilee.• Location ---- North of Orlee and Terrantula and south of Icilee, in the midst of the Umbryorr Mountains.After the war had ended, the Xephamor suffered the same fate as their enemies, the Sophyans, much to the surprise of its civilians. This all came to pass due to the unseen betrayal by their allies, the Icilians when they demanded that they repay them for aiding the country in the war. The new Overlord, Lord Vesper, did not wish to lose such an ally (which Xephamor had for centuries), and so succumbed to their will. The public had mixed views on this decision. While some agreed with Lord Vesper’s logic, there were those who did not think their nation should suffer the same fate as Sophya. But little did Icilee know that unlike his father before him, Lord Vesper would not let his country simply fall into servitude. In order to do that, of course, he needed to form a permanent alliance with a former enemy, if they would allow it. Outrage spewed from across the land, for why should they ally themselves with one of their greatest enemies in history? Its Orr-kin citizens were especially outraged, since their ancestors had suffered many hardships from the Sophyans. But as both cultures mashed against each other, the Xephamorian people soon realized that their leader’s decision was necessary if they were to remain a superpower, especially with the rise of the Mekian Empire. When Lord Vesper learned of a growing alliance between Icilee and Mek, he sent his ambassadors to meet with the Sophyan monarchy, and request an alliance in secret. At the same time, the Overlord begins to question who really is absolute, as does the people.

Zorron---- Also known as the Nation of Stone. Zorron is located in the midst of mountains and lakes and is known for being the birthplace of many industries, the most notable being the teleportation industry. Its capital, Lymington (which is located at the edge of a lake), has been a place of great commerce since its first formation. Currently is in an alliance with Mek and Icilee.• Lead Religion ---- Sulism.• Former Enemies ---- Orlee and Xephamor.• Allies ---- Icilee and Mek.• Location ---- Between Sophya and Icilee, in the midst of the Crystal Mountains.After the war had ended, Zorron began what seemed to be a transformation into an independent nation. They made claim that Sophya owed them huge sums of money, and demanded that the nation payed them back. Many assumed this was because the country suffered many years of taxation from when they were still a part of Sophya. Others suspected there were other parties behind this. From the first day the nation declared its independence from Sophya, it became an industrial superpower. Countless geniuses were born on its very lands, and they helped shape Rathyan everyday life with their inventions and ideals. It is well accepted that Zorron started the Industrial Revolution of Rathyan history. Sophya (which they were allied with at the time) had in fact borrowed most of their technology during the Great War, while Icilee helped perfect it. As a result, many people had no problem with Sophya falling in debt. But they did not initially plan to do this. The Icilians, after seeing the people of Zorron’s dislike for Sophya, proposed a way for them to escape a great depression and allied themselves with the industrial nation. Since the nation was still relatively new, and they had no real allies of their own, the Zorronian Prime Minister accepted the proposition. And thus began the nation’s unintentional role in the growth of the Mekian Empire, with them sacrificing an entire industry in the process. Some enjoy sharing the wealth with such an empire, while others despise it.

Icilee---- Also known as the Nation of Snow. Icilee is located in the midst of the largest glacier in Artic Rathya and the North Sea and is known for its extravagant aristocracy as well as its elaborate trade system. Its capital, Cyrko (which is located off the shores of the North Sea), has been a center for wealth and trade for centuries. Currently is in an alliance with Zorron and Mek.• Lead Religion ---- Bludism.• Former Enemies ---- N/A• Allies ---- Mek, Zorron and Xephamor.• Location ---- North of Zorron and Xephamor, in the midst of the Gigaici.After the war, Icilee became one of the richest nations in the history of Rathya. This was achieved through being one of the major financers of the war, giving both Xephamor and Sophya what they needed in order to fight for money. By doing this, it drove both nations into debt, which it waited until the end of the war to collect them. This was orchestrated by none other than the business queen herself, Queen Eirlys. Her sharp wit and soothing demeanor has allowed her to turn her country into the world’s newest superpower. For this, she is adored by her people, who sing her praises every night. It is with her help that the nation of Mek rose to power. It is because of her that there exists a new empire. Still, while there are those who sing her praises, there are others who are wary of her, wondering whether they serve the right queen. These are the people who see it wrong for Icilee to take advantage of her allies. These are the people who secretly feel sympathy for the nations being crushed under the influence of the Mekian Empire.

Orrlee---- Also known as the Nation of the Orks. Orrlee is located in the midst of a barran wasteland complete with canyons of every depth and is known for being the homeland of the Orr-kin. Its capital, Urban (which is located deep inside the longest canyon in Rathya), has been a center for those passionate about war for centuries. Currently is suffering from a great depression, while the Orks see a new war on the horizon.• Lead Religion ---- The Orr-kin Faith.• Former Enemies ---- Faelee and Sophya.• Allies ---- Xephamor.• Location ---- South of Xephamor and east of Terrantula, in the midst of the Wastelands.After the war, the Orks went into a state of unrest. These greenish, yellow-ish skinned brutes with horns have always been a battle fueled race. Their entire history is shrouded in war in conflict, and one such conflict involves the eternal conflict between Orr-kin and Man-kin (AKA, humans). For as long as Man-kin could remember, they have been battling with the Orr-kin for both land and food. It is often said that the Orr-kin existed long before Man-kin did and that they were the first inventors of fire. In fact, they worship it. The Orr-kin lore is not something many know or understand. Their chief god, Pronuu, is portrayed as a warrior born from the flames, and the wielder of life and death. There are also legends that tell of twins who scrabble amongst themselves. These twins, Orron and Zorron, are said to be representations of the eternal conflict between Man-kin and Orr-kin. The only Man-kin allies the Orks have ever known were the Xephamorians who stood beside them when the Sophyan Empire began their campaign to slaughter the Orr-kin people, and in return they aided Xephamor in the war against Sophya. But now that the war is over, the Orks are at lost for what to do next. With no hope in staying within their own territory, the Orr-kin people have begun scattering themselves throughout Rathya once again, giving themselves up to criminal organizations and working as mercenaries. The Orks would not return to their homeland for another fifty years, long after the end of the Dark Ages. But there are good things that came out of the war. The Orks enjoy a new sense of respect from the Man-kins, and for the first time in their lives they can enter a Sophyan city without the fear of being slaughtered. The more intelligent members have found more diplomatic roles in the politics of Xephamor and Sophya, and while the Mekians continue to grow in power, a new passion for war is rekindled in the hearts of the Orks. They can sense that another war is on the horizon.

Faelee---- Also known as the Fair Nation. Faelee is located in the midst of a rainforest and is known for its beautiful scenery as well as its many ruins. Its capital, Chimaera (which is located in the heart of a great rainforest), has been a center for archeological discoveries for centuries. Currently is following a policy of isolationism.• Lead Relgion ---- The Gypsy Faith.• Former Enemies ---- Orrlee and Xephamor.• Allies ---- Sophya.• Location ---- South of Sophya, in the midst of the Sabuda Rainforest.After the war, Faelee wanted nothing to do with Sophya’s financial problems, nor did they want to be involved in the rise of the Mekian Empire. The nation was angry with Sophya for signing the treaty with the Xephamorian Overlord. It had a long history of conflict with the Orks before, and suffered from having its most beautiful attractions turned to barren wastelands during the war. From the words of the Faeish leader, “We need time to recover, and to rethink our place in the world of politics”. So in an effort to escape from the problems of their ally, Faelee created a policy of isolationism. They would not allow the Mekians or any other nation other than Terrantula to trade with them. They also closed off their borders to immigrants. The nation of Faelee became secluded. Working in secret to protect their lands from what they feared would be another war. No one would stop them from finally obtaining peace. Meanwhile Sophya continues to request help from the secluded nation, Xephamor continues to try and reason with them, and the Mekian tries to woo Faelee to join their empire. There may soon come a time when Mek would resolve to force.

Terrantula---- Also known as the Nation of Agriculture. Terrantula is located in the midst of fertile plains and is known for acting as a home to Rathya’s most famous schools. Its capital, Barnett (which is located near a river), has been a center for agriculture for centuries. Currently is one of the key pawns in the Mekian Empire.• Lead Religion ---- The Gypsy Faith.• Former Enemies ---- Orrlee.• Allies ---- Mek.• Location ---- South of Xephamor and West of Orlee, and in the midst of the Obfyte Forest.After the war, Terrantula demanded money to pay for the crops warriors have damaged during their battles on Terrantulan territory. It made most of its money off of agricultural production. Nomads would like to stop at Terrantula to buy some of their famous agricultural products, and farmers would travel to other nations in order to share their expertise with the world. Terrantulan farmers were one of the most respected people in Rathya, for their down to earth policies, and open minds. Much of these farmers followed the Gypsy Faith, and visited Faelee’s ancient cities yearly to pray for good harvest and luck. The same can be said of Terrantulan sailors. Terrantula is a part of an important trade route between Icilee and Xephamor, which is one of the reasons why many battles took place on its land. As a result, it became essential that they became a part of the Mekian Empire.

Mek---- Also known as the Mekian Empire. Mek is located in the midst of the clouds and is known for its technological advances. Its capital, Meka (which is located in the sky), is the currently the center for technological advancement. The nation itself is in the midst of starting a new era, with it being the pillar of power.• Lead Religion ---- None.• Former Enemies ---- N/A• Allies ---- Icilee, Zorron and Terrantula.• Location ---- In the midst of the clouds. Anywhere.After the war, a city in the sky known as Meka began giving birth to other cities much like it. These cities were interconnected, and became known as a technological wonder. During the Sophya-Xephamor War it is said that these cities and their mother city began as a vision, orchestrated by one of Zorron’s greatest minds, Naveen Tinker in the year 1093yps. Naveen was a technopath, a psychic who is capable of creating technology far beyond the present time’s capabilities. He was one of first, and he certainly would not be the last. People feared his power, for it was new to them. As a child he was kept under surveillance, tested on the nature of his powers. During this time, several theories were developed. One theory proposed that Naveen was a seer, and his power was just an after-effect of visions from the future. As new theories on the newly discovered power, more technopaths appeared throughout Rathya. Technopathy would soon have its own category in Psy(chonic) based magick. Naveen grew, and the ministers of Zorron continued to watch him. He excelled in school, was a brilliant inventor, and managed to earn himself a spot in Zorronian politics. At the age of thirty three he began working on plans for a flying city, something that wouldn’t start being constructed until his fiftieth birthday. He had gathered all of the brightest minds, the most skilled engineers, and hundreds of fellow technopaths for this project, a project that wouldn’t be completed until ten years before the end of the Sophya-Xephamor War. After the war ended, Naveen’s great grandson, Derek would claim the title of emperor, and in turn the city of Meka that his great-grandfather created into an entire nation, no an empire, with the help of his most trusted ally, Queen Eirlys. With the well rounded alliance with Icilee (and later Zorron), Mek took control of Xephamor’s and Sophya’s war casualties, forcing them to fall under its whim. The Mekians became a force to be reckoned with, stimulating mixed fillings in the nations of the world. Some believe that the Mekian Empire is actually a pawn used by Icilee, others believe the emperor truly is a mastermind, going as far as to claim that he had been consulting with “creatures from other worlds”. In any case, there are many who hate the Mekians, blaming them for their problems. This common hatred has caused Sophya and Xephamor to unite for the first time in both of their histories.

Other than the above nations listed, there is also the independent nomadic group known as the Gypsies. These people are not a part of any nationality. Neither do they have an official nationality of their own. The term “Gypsy” simply refers to ethnicity, not creed. The Gypsies are separated into hundreds of small tribes who hold their own territory and different countries throughout Rathya. Although these tribes act independently of each other, they share a central law, as well as a central belief. Also, every year the tribes’ chiefs meet each other in the nation of Faelee, where the Gypsies find themselves most welcomed. It is there they create new laws or change old ones, as well as reach decisions as an ethnic group. There is no real alignment that the Gypsies have to any nation. It can be said that they are the “true” neutrals of Rathya. However, due to the rise of the Mekian Empire the Gypsies are forced to take sides...

THE WORLD'S CURRENCY:

Mekian Empire Currency Table

100 pennies = 1 talor (a silver coin which can also be identified as paper money as in one 1 talor bill)

2 talors = one 2 talor bill

5 talors = one 5 talor bill

10 talors = one 10 talor bill

100 talors = one 100 talor bill

There's also 500, 1000, 5000, 10000, and 100000 talor bills, just like they used to have these in America, but they are out of circulation :| These talor bills however, still are.

Now for the coins. As I said, 100 pennies = 1 talor.

5 pennies = 1 nicker

20 nickers = 1 talor

10 pennies = 1 chim

10 chims = 1 talor

25 pennies = 1 quarter

4 quarters = 1 talor

50 pennies = 1 haytalor

2 haytalors = 1 talor

There is also the haypenny in case anyone wanted to know.

The average wage is 22 pennies per hour or two chims and two pennies per hour. This is mostly middle class mind you.

An average work earns around 200 to 400 talors per year. An average normal teacher (not a private one like Slip's character) would earn around 325 talors per year.

Couch's normal camera (the one that doesn't take motion pictures) would've of cost one talor plus taxes.

Coffee would cost 15 pennies or one chim and one nicker per pound. Alcoholic beverages would be slightly more expensive and tea would pretty much cost the same.Butter = 18 pennies per poundEggs = 12 pennies per dozenChicken = 7pennies per poundLoaf of bread = 5 pennies or one nickerSteak = 11 pennies per poundSugar = 4 pennies per pound

As you can see, most foods and beverages will be in the ones, tens and twenties in terms of pennies.

A new robot would cost the equivalent of half an average worker's yearly salary, while a brand new airship would cost more than 1,000 talors.

THE RELIGIONS:

Sulism---- A religion full of self-righteous priests and priestesses who pledge their faith to a goddess of the sun. Their beliefs have a pretty clear description of "evil", leading them to condemn thieves, murderers, and practitioners of the black arts. According to their teachings it is their duty to free Rathya of the "evil" that pollutes it (AKA wipe it out, but they don't say that). Those who are "pure" are allowed to enter paradise. This is possibly one of Sophya's reasons for their onslaught of the Orks. The Orks were basically barbarians and practitioners of the black arts in Sulists eyes. If a person is said to have "redeeming qualities" such people are put on trial, and if the goddess finds them "worthy" they will take on the veil of the priest/priestess and will be trained to tend to the temples and teach the novices. That's another way Sulist priests/priestesses come about, sometimes people just hand their kids over to a Sulist temple thinking that it'll gain them favor in the eyes of the goddess. Sulists tend to have a large impact in law, a lot of them sitting on the Council of Judges. As a result, most Sulist priests/priestesses are feared throughout Sophya. A priestess often covers everything from head to toe in white, only showing their eyes. Like the priestess, a male priest also wears white, concealing clothing, but they are allowed to show their face. They just have to wear some kind of covering on their head. Usually its just a white cloth or something. High-ranking priests and priestesses tend to have golden weaving in their clothes. They also tend to wear lots of jewelry. Just keep in mind that neither sex are allowed to pierce their skin. Sulists have a whole "purity" thing going on. Their chief goddess is Sophya, a wise goddess who lives in the Pyr (which is said to be some sort of demon smiting beast who burns people alive if they are impure and try to touch him, in fact he burns people alive anyways). Her servants are the Sul, beings made completely out of light. Sulists also don't believe in the whole "twin moons are fighting thing". Their version of it claims that they are just two spirits "dancing eternally" and that any disruption of that dance will raise the seas and plunge the world into chaos. Technically they are right.

Bludism---- Also known as "The Complete Opposite of Sulism". While Sulists pursue wisdom, Bludists pursue knowledge. They are also WAY more open minded than Sulists, and often consider evil a "necessity". They simply don’t look people down if they screwed up their lives, and often side with the underdogs and vile. Their traditional dress tends to be slightly more revealing than Sulist dress. For one thing it is not uncommon for a Bludist priest to be shirtless. Also, Bludists priests and priestesses like to BLINDFOLD themselves. Why? According to Bludist teachings it is in fact a blessing for one to be blind, they believe in this thing called the “Third Eye”, something that almost everyone has but they’re too busy using their normal two eyes to notice. Bludists were the first psychics! They were also the first alchemists, often dwelling into the dark arts and creating monstrosities that would make a Sulist hurl. The first Bludists used to be Sulists actually, but certain disagreements (mainly revolving around the Orr-kin) lead to the Great Schism, and both parties just split apart, going their own way. They borrowed a lot of their beliefs from the Orr-kin they traveled with (these guys will eventually create Xephamor by the way), such as the tale of the twin moons and their eternal struggle. They also developed their codes concerning battle and war. One of the ways a person can become a priest involves fighting while blinded. Blood rituals are another thing they borrowed from Orr-kin culture. A lot of these rituals are….disturbing in nature, some even involve one drinking their own blood. Their chief god is Xegaul, the God of Chaos and Holy Eye. Legend has it that Xegaul is the son of the creator god (Khron), and was allowed to rule the universe before the world began. His servants are known as the Umbry, and are said to be envious of men and their beautiful faces. The Sul and Umbry had a large battle in one myth (a reference to the Great Schism). Xegaul was blamed for the battle and cursed for his servant’s actions against Man-kin (by Zorron of all gods!) and was trapped in a “a place in between worlds”. A Bludist prophecy states that he will one day break free and swallow Rathya whole as revenge. So why worship this guy? According to Bludist teachings, Xegaul has infinite knowledge, so to win his favor is to know everything and…you know the rest.

The Orr-kin Faith---- A long time ago the world was born from flames, and was a land of fire and brimstone until the Dragon Mother came and breathed life into it. The Dragon Mother is described as the mother of all creatures. Pronuu (their chief god), is the wielder of life and death (essentially Pyr, just with a different name, it is said that the Orks invented Pyr in the same way they ‘invented’ fire). Most Orr-kin lore states that the Dragon Mother is the one who gave them fire (which they would eventually give to the Man-kin), and thus teaching them how to cook meat and hunt. They also invented the story of the twin moons and their eternal struggle, going as far as to say that the Man-kin are decedents of Zorron and Manna (essentially a goddess of life), while THEY were decedents of Orron and the Dragon Mother (thus the name). The Orr-kin Faith revolves around war and bloodshed. Two people who fight with each other in warfare are taught to be bounded by blood (warbound), a male and female Ork mate through the exchange of blood, and blood sacrifices are made to appease the Dragon Mother’s hungar, in the same way Xephamorians offer blood to appease Xegaul. Most sacrifices are prisoners of war, particularly prisoners who fought the hardest, as they were deemed worthy of the Dragon Mother’s hunger. Orr-kin priests are often chosen at birth, and are in charge of passing down Orr-kin lore from one generation to another. War is an honorable thing to the Orks. Those who died in war are honored by becoming a part of the Spirit World. Prisoners of war are honored by becoming sacrifices. War heroes often become priests themselves. The Orks like to seek out conflict in an effort to better themselves due to their religion. Change and conflict is a big factor in the Orr-kin faith. That’s part of the reason why the twin moons are so important to the Orr-kin. Not only do they perfectly describe their struggle with the Man-kin, but it also sets an example for the young. There is even a story about the dragon mother being attacked by a Man-kin, but instead of killing him she let him live and had even given him the secret of fire. This also reflects the Orr-kin giving the Man-kin the secret of fire themselves. Orr-kin lore is unique in the fact that it tends to reflect much of the Ork’s history.

The Gypsy Faith---- The Gypsy Faith is a bit more complicated than the first three religions. There are over a thousand gods in the Gypsy Faith, a lot of them contradicting each other. This is due to the fact that the Gypsies are basically made up of a bunch of different dead civilizations put together, so certain beliefs that have mixed and mashed against each other over the years. There are a few unified concepts however. The central god of the Gypsy Faith is the Creator, Khron, who is often depicted as a spider weaving the web of the universe. According to legend Khron created the world from the threads of his stomach (which are known as the threads of life). From his stomach he also eventually “gave birth” to the God of Chaos (Xegaul) who proceeded to rule the universe along with his father. As the story goes Xegaul grew lonely so Khron created for him a wife (from the threads of life) named Diana (who is also compared with the Orr-kin goddess, Manna). They made love to each other and gave birth to Rathor and his brothers: Pyr, Zorron, and Orron. Rathor ruled over the new planet, Rathya, and created Sprites (nature and animal spirits) to watch over the new planet. These Sprites will eventually become the many gods and goddesses of the Gypsy Faith with Khron, Xegaul, Diana, Rathor, Pyr, Zorron, and Orron as the head gods. The Gypsy Faith also accepts the existence of the Sul and the Umbry, but they do NOT accept the existence of Sophya. Temples and shrines dedicated to individual Sprites are located all over the planet where each and every Gypsy worships in his or her unique way. There is no “true” way of worship in the Gypsy culture, they are as opened minded as Bludists and are even more so. One thing must be noted about the Gypsy faith however, followers of it are more or likely sensitive to nature. It is said the high priests and priestesses of the Gypsy faith are even able to talk to the nature and animal spirits of their lore via medium. Apparently this is supposed to be where they get their laws from.

ABOUT THE RP:

This RP is meant to be about a cast of completely different people forging their own destinies while exposing the secrets behind a major empire’s success. Think of it as an RP about unlikely heroes. You will be essentially creating the story, but I will guide you along the way. Keep in mind that your decisions will have a major impact on the plot. Even the littlest detail will become important. So keep in mind what character says and does throughout this RP. Every now and then I will through you guys some challenges, as well as side quests, and little fights. Your main quest will eventually be to find out the secrets behind the rise of the Mekian Empire, but it will NOT start that way (unless you want it to). Perhaps in the future there will be a glorious battle of some sort. Again, you will essentially be creating the story. It’s all up to you. Pre-made alliances with other characters are allowed in this RP, and are in fact encouraged. If I see any conflicting alliances, let’s just say I’ll be a very excited person. Also, characters with influence in Mekian politics are allowed, just not characters BORN in Mek. All I ask is that if your character does have some political influence, please don’t abuse it. I don’t want things to become unfair for the players. If things go well, I’ll have it so that you guys travel the entire planet, and create some side quests in separate nations. You are not limited to Mek folks, there’s an entire world out there just waiting to be explored. So don’t be shy! I know the RP seems complicated, but believe me you’ll have fun. Think of Rathya as a wide open sandbox, with your starting location in none other than Mek’s capital city itself!

CS:

Name: (Be creative with your names, go wild and stuff. Rathya has a pretty weird way of spelling and pronouncing things anyways. Normal names like Bob and Mary also get mashed in all the weirdness, so don’t be afraid to use perfectly normal names either.)

Age: (Be reasonable. The minimal age a character can be is seventeen. No immortal beings please.)

Gender: (Male or Female)

Race: (Man-kin or Orr-kin. Man-kin are pretty much humans with a different name. Orr-kins are similar to the World of Warcraft Orcs except the male members of the species have horns growing from their skulls. Also, keep in mind these Orks are giants. The average height of an Ork is measured to be 9 feet tall. The women tend to be closer to Man-kin height, standing at an average of 7½ feet tall.)

Nationality: (Pick from the nations listed above, just no Mekians, simply because your character is not supposed to be from Mek. Be sure to understand your nation’s situation and viewpoint before you pick it as it will affect how others see your character and treat them. Also, if you’re character is of Gypsy decent, mention it here. Oh, and another thing…most Orks would have come from Orlee, but given the country’s current situation it is very well possible for an Ork to be of other nationalities. They would just be treated as immigrants. So if you want to have an Orr-kin who’s from Sophya, go right ahead.)

Standing: (Are you for the Mekian Empire, or against it? Are you neutral? Do you even care?)

Profession/Role: (What puts food on the table. What you do for a living is as important as your nationality in the way that people view you. Some characters will treat you with respect, while others will outright mock you and spit on your path. Your profession will also be a part of your reasoning for entering the gates of Meka.)

Appearance: (Be descriptive. If you’re playing as a male Orr-kin describe how many horns you character has and what they’re shaped like. Tell me your character’s skin color. Not all Man-kin should be Caucasian, and not all Orks will be green skinned. Tell me how your character styles his or her hair. Does your character even have hair? How tall is your character? How much do they weigh? Do they keep themselves clean or do they smell and look like rats? If your character has any distinguished features such as false teeth, a scar, piercings, describe this to me. Keep in mind your character’s nationality when describing their appearances. Most characters should have appearances based off of their country’s geological location and climate. Clothing and accessories should be very descriptive as well. Who knows, I may want to draw some characters. If you need to use pictures, I’m okay with that, but I prefer a written description just so my imagination can go wild while I’m trying to picture your characters.)

Weapons/Equipment: (List anything your character carries on their person here. Rathyan technology is mainly steampunk based, made of materials such as bronze and iron. So it is possible for your character to carry steam powered technology even though your character will need a good reason for it. Everyday items like spectacles and wallets should be listed here. If your character NEEDS to have robots, make sure they are on friendly terms with the Mekians since robotics is mainly a Mekian thing and are not used by any other nation with the exception of Icilee. You won’t have your own personal robots unless you bought it from a Mekian merchant. Gave detail to your equipment’s descriptions. They should reflect your characters social standing as well as their role. A high ranking, rich man would have something far more elegant and expensive than a pity commoner, but also more powerful. I will be certain to tell you if your equipment is far too powerful, in the meantime be creative. Rathyans will still be inventing a bunch of new things during this era that are out of the ordinary.)

Personality: (I expect some colorful characters people, and I know you guys can do it, I’ve seen it before. DO NOT LIE TO ME. Anyways, talk about how your characters would react to certain situations as well as their likes and dislikes. Are they cowardly? Brave? Cunning? Cold-hearted? Fun? Please don’t give me any Mary Sue type characters here.)

Magick: (Pretty much your character’s powers. While most nations are denouncing magick, it doesn’t necessarily mean that characters with magical powers won’t be allowed. You guys are just going to have to be wary of who you reveal your powers to and how. I am pretty lenient with powers since I never established much power limitations for this world, only classifications. There are three classifications of power: Psychic, Arcanic, and Elemental. Psychic powers are exactly as they sound, they’re just psychic powers. Psychics are mostly found in industrial nations such as Icilee, Zorron, and Mek. They can also be found in nations such as Xephamor and Sophya. But really, psychics are everywhere, and seem to be the associated with the middle class a lot. Plus it must be noted that most people don’t even CONSIDER Psychic powers a form of magick, and yet it is STILL under that category. Arcane based powers are mainly found in places like Xephamor, Sophya, and Icilee. The arcane is divided into two subcategories; Black and White. Xephamorians are known to use black magic while Sophyans use white. Citizens of Icilee like to go both ways, but going both ways in Xephamor and Sophya is not uncommon either. Arcanic powers are often associated with the rich and powerful since they more or often require spellbooks or magical artifacts. Elementalism is the most common form of magick and elementalists are found everywhere in Rathya. Countries that favor elementalists include Icilee, Falee, Orlee, and Terrantula. Elementalism is also mainly a Gypsy thing. This form of magick should reflect one’s birthplace respectively. There are certain powers that are forbidden in this RP, including time manipulating abilities of any kind, as well as abilities that let you control other people’s minds and/or body. I will inform you when your abilities are too much.)

Hobbies: (What does your character do in their spare time? These will essentially be your characters skills and talents, and who knows? Maybe your character’s strange hobbies will become important as the story progresses.)

History: (Your character’s past interactions will become important to the storyline as the RP progresses. Describe them here, particularly what lead to your character getting a ride to Meka, and what shaped your character into the person he/she is today. Be as descriptive as you need to be, although it must be known that description is not required. However, the more detail you give, the greater the chances that your side quest [if you should have one] is completed. If you want this part of the CS to be completely shrouded in mystery, just PM me it. Keep in mind that you’re going to have to reveal your character’s history eventually…)

Theme: Because every character needs a theme song.

RULES AND REGULATIONS:

-NO time manipulation or body/mind controlling powers are allowed in this RP.

-NO God-modding whatsoever, or saying you took down a PC or NPC down in one hit. Just because this is mainly an interactive RP, doesn't mean NPCs will go down easily. Your character should not be all powerful, flaws are important.

-Characters born in Meka are restricted to the GM, mainly because ALL player characters would have just been arriving in Meka.

-NO futuristic technology. The sort that can be found in most Sci-Fi series like Star Wars, Star Trek, Stargate, etc. Rathyan technology is PURELY steampunk. And even though there's flying cities and talking robots, Rathya is STILL primitive in nature.

-Be courteous. I don't want any drama in the OOC unless its the friendly sort. If people are going to outright fight inside the OOC, I'm going to have to give out consequences, and I don't want to do that. So please, don't tear each other apart, no matter how much you dislike a player.

-NO sex scenes. Romances are fine as long as you don't get carried away. I would like to keep this rated PG-13 for obvious reasons. Plus I've seen just how much of a nuisance people going overboard can be.

-NO autohits. Give the player a chance to react. It is only common RP courtesy.

-NO ping-pinging. While the player response rate is generally a free-for-all, I don't want to read the interactions of only two players all on one page, and neither do other people. It can get a bit annoying. So please respond within reason.

-I usually give players a week to idle before chewing them out over it. If you have a valid reason for being idle for over a week, please inform me about it via PM, and I will see what I can do to make sure that your character is not thrown out of the loop. You we then be given as much time as you feel possible until you can post again.

-If a person breaks any of the above rules, or are idle for too long, he/she will be sent a first warning via PM. If a person fails to explain why they are idle/still remain idle without giving a reason for idleness or continue to break the above rules, they will be given a second warning. If a third warning is issued your character will be removed from the game via death.

-Other than that, HAVE FUN. Seriously, you have an entire world in front of you to explore, what more can anybody want? :D

Last edited by sam4books on Thu Feb 24, 2011 9:25 pm, edited 16 times in total.

A marvel of technology, Meka is the first floating city and most certainly be the last. Designed and engineered by Naveen Tinker, Mek’s founder, it is as much as a wonder today as it was when people first saw its massive presence in the midst of the clouds twenty years ago. Meka is essentially the nation of Mek in one ever growing city.

The Docks----Located in southern Meka, it is the most well known, simply because it is the first thing an immigrant would see upon their arrival. It is also the place where pilots and aeronauts are at home. On normal days, one can go to the dock and see an array of airships, zeppelins, hot air balloons, bi-planes, and tri-planes filling the sky, a rainbow of color in the blue. Every weekend certain pilots enjoy holding air shows to show off their skills in the sky, challenging each other in front of the civilians of Meka. It also gives inventers a chance to show off new inventions in hopes they will catch on and become a vital part of the skies. Metallic pathways surround the docks, both in upper and lower levels connected by metallic stairs. Such pathways are designed to allow people to view arriving ships and air shows on a higher level, as well as allowing engineers and mechanics to transport supplies to larger aircraft more freely.

Surrounding the docks are hangers and workshops where the mechanics produce new aircraft and engineers fix old ones. The docks are always hyped and busy, with new arrivals pouring in each day. Traveling salesman often set up shops in an attempt to appease such diversity with policemen lurking about, catching smugglers and spotting troublemakers in an attempt to keep things orderly. Overlooking it all is a couple of tall control towers equipped with paternosters as a form of vertical transport. These towers are arranged in straight lines and are responsible for the control of air traffic, a rising problem in Meka.

East Side (New Dawn)----A tenement district located in eastern Meka, it was specifically created for newcomers, and is something that is often considered to be THE slums of Meka. People of all kinds of cultures live here with the firm believe that they would benefit from the empire’s economic power one day. However most of the people who share these dreams live poorly, scrunched up together in small apartments that could only hold a family of four. Those who cannot afford the high prices posed by the tenement housings are forced to live on the streets, under railways or bridges, in between alleyways. Thief is most common in this area, with people desperate for clothing or food. Unfortunately small businesses started by immigrants had to suffer for it. This has resulted in some foreclosures, the streets of New Dawn filled with abandoned shops that never saw the light of day, with new ones popping up in their place every single day. A cycle of extinction.

North Side (Industrial District)----Where all the magic happens. Located in Northern Meka near the New Dawn District this is where most immigrants spent their day hours working from five to one at night. Factories and warehouses fill its streets as well as the central railroad station that transports supplies throughout the city. Inside the factories workers produce the parts needed to build the robots and vehicles that Mek had became famous for, as well as some of the vehicles and robots themselves, them being put together in workshops owned by well known mechanics and sold to customers in the city’s marketplace.

Financial District----The home to big businesses and industries. While most of the businesses here have been started by Icilees it is essentially a powerhouse for Mekian influence. New technologies and robotics are being developed here, the genius minds of Zorronians and the wealth of Icilees pitching in to turn the gears of the Mekian Machine. Inventors are more than welcomed here, entering business buildings with the hopes that one day their invention may benefit man-kin for generations. Those whose inventions are accepted by business leaders are rewarded with a distinguished amount of money. Rejected inventions often get caught up in the black market, regardless of how useful they really are. It lays on the western edge of Centre Meka (AKA The Emperor’s District) and beyond it is the city’s bohemian district.

West Side (Old Dusk)----A district of artistic achievement, museums, pubs, and enchantment. It is essentially a part of the carnival that travels the sky, Cloud Carnival, which re-visits the area bi-yearly, particularly around the same time an art festival is held. The carnival latches itself onto the district so that Gypsies and artists alike could profit from tourists who like to visit the floating city of Meka. When the carnival is not in town, tourists can enjoy the Mekian Museum of science, as well as various art museums that showcase the artists of Meka’s own renditions of technology. Kites and balloons are also sold here, and weekends are days where people would release such things into the sky and watch them fly away on top of metallic platforms at the break of dawn. This symbol of hope for tomorrow is a must see for tourists, as well as the famous Robotic Theatre.

Centre Meka (The Emperor’s District)----Within the heart of Meka there lies the great palace of the late Emperor Derek. Inside it is an engineer’s orgasm. Urban forklore states that this beautiful palace fit for the king is a machine in itself, but those are just rumors. There is in fact a large collection of technology both old and new within its walls to be viewed by the preying eyes of the collector. The emperor takes great pride and his collection, and is known to spend his free time flying in the air on his personal biplane. When he’s not doing that, he is meeting with ambassadors from the nations that reside underneath his nation’s shadow, and performing business deals of the plenty whilst governing his people. His guards are robotic beings that appear similar to the knights of the old, wielding weapons both long-ranged and melee. His most trusted advisors are businessmen by nature, as well as believers in the new age of technology. If one explores far enough into the palace they would find a library filled with anything a person could know on the different theories of science, as well as an observatory fit for surveying the cosmos.

Outside of the palace is the Palace Square where people meet to listen to the day’s news or attempt to see the emperor go out on his walk. On the east side of the square there is a giant clock tower designed be a Zorronian architect named Dennis Glasgow to represent the promise of dawn. On the west side there is a bell tower designed by his brother, Scot, to represent the end of the old ways. Both buildings stand directly across from each other. In the middle of the square there is a fountain with the statue of Derek’s great-grandfather Naveen who is holding what seems to be a blueprint. Down the square is Vendor’s Lane, a large marketplace where the citizens of Meka meet to exchange weapons, robots, interchangeable parts, clothing, and on rare instances food. At night, decorative lights light up over the streets. If one were to look up they would be able to see metallic walkways raised above the cities, some leading to buildings located in the upper levels that are usually hard to reach unless you know the way up. The lane has a side street that leads to New Dawn in the east, and Old Dusk in the west. One of the streets alleyways can either lead to the upper levels or the lower levels. The upper levels have clubs reserved for VIPs only, with balconies that people can hang out or dance on including one that hangs right before Palace Square so that one could get a beautiful view of the geyser like sprinklers that erupt at night. Down in the lower levels is the place where the black market was born and is the place where technology not even available to the public is stored to sell to those willing. Black market salesman as well as supporters can be found within the hidden levels surrounding Vendor’s Lane, if one knew where to look at them. On the east side of Vendor’s lane, crime is not unheard of, especially at night which is when most of the shady characters seem to like to come out and party. Go down south enough and you’ll eventually run into the homes of the rich business leaders, which is the South Side District. It is safe to say that the rich may in fact be participating in the black market. In fact, most of them support it. Even further down South are the docks.

Lower levels----Beneath the city is a series of tunnels and pipes, a maze where one could get lost in if they don't know the way. Not much is known about what lies beneath the city's ground level, only engineers and the emperor are allowed down there. It is said that if you go down far enough you could find the control center for the city itself. That's right, you can actually find the place where you could control where the city goes! Such a place is only reachable through a certain elevator, but only a handful of people know about it, including the emperor. According to urban legend, the emperor is hiding something down in the lower levels...a lot of people have been reported to have attempted to infiltrate the lower levels without a permit. All have failed.

Keep in mind that the main form of transportation in Meka are cable cars and trains, these two things will be pretty much the bus service of Meka as there are no horse drawn carraiges (or horses for that matter) up high in the sky. Oh and I am aware of how confusing east, west, north and south would be with the entire city floating around and all, these are just general terms for district locations, it is also the reason why the clock tower and the bell tower exist *nods*.

The Rapture (Rapt-Xesaurll) is a species of feathered lizards known for its single eye and sideways jaw. It is mainly carnivorous, feasting on cattle and sheep, even Man-kin. It has been recorded to terrorize villages in the same manner as a dragon, and as a result had become an object of worship for Bludists. According to Bludist scriptures, the Rapture is a messenger of the god Xegaul, and its arrival foretells chaos and destruction (i.e. a volcanic eruption), and sometimes even death. At the same time it can also foretell an upcoming epiphany of the mind and/or soul as described by the famed Nayan Katz after his experience in the wilderness. As a result this beast is sacred to the Bludist religion and an important symbol of the nation of Xephamor. It’s single eye is increasingly represented in Xephamorian culture: In tattoos, clothing, jewelry, practices, some Xephamorians even preserve the eyes of the dead to eat at the end of each year as an imitation of the Rapture practice of gouging out the eyes of their dead offspring and mates. The Rapture also does this to their prey as well, leading to most Man-kin to infer that it is actually an intelligent being. A Rapture is in fact a symbol of intelligence in Xephamorian culture. High-ranking scholars or heads of churches wear its feathers in order to inform others of their learned status. During festivals the masks of a Rapture are fashioned for the young in hopes that they may one day achieve enlightenment. The eye of a Rapture is preserved at death and is reserved for the blind at end of the year festivals. The blind all gather in a separate room where a Rapture’s eye is prepared for them. The eye is eaten before the main meal as an appetizer, and is eaten in a religious manner. All the blind share an eating utensil amongst themselves, signifying unity and the fact that they are a part of Xegaul’s body. There are many shrines of Xegaul scattered around Xephamor that are guarded by statues of the sacred bird (three statures each), these statues all have their wings spread and teeth gnarled in a fearsome way, showcasing the beast’s predatorily nature. Xephamorian nobility tends to keep such beasts as pets as if to proclaim how powerful they are but also to impress and put their guests and their place. Foreign nations like to call Bludists “Raptists” because of their worship of the beast. Some even condemn its worship, and instead suggests that they eliminate it from the face of Rathya due to its destructive capabilities, while others wish to kill the beasts for profit (it’s beak is highly expensive in the market because it’s so rare, the same goes for its purple feathers). This has caused the Rapture to become an endangered species.

The Annerün (otherwise known as the Sandworm) is a fierce beast that roams the sands of the Glass Desert. They are known to dig large tunnel systems deep within the earth, and are often to blame for sinkholes in the sand or the destruction of a town or city. They are notorious and plenty, but very hard to control. The youth of the Seti Tribe has made a sport out of trying to overpower the beast and ride on its. Those who stay on top of its back for longer than three hours is given the title Agi-Rün (or Rider of the Sand) and are from then on held in high regard, often finding themselves in places of authority. The king of all Sandworms is known as Kgosi, and the greatest honor would be able to bestow upon themselves is to find this beast in the hidden caverns of the Sandworms and ride upon his back for an entire day without stopping. One must bring back one of its tooth as proof of their deed (which is assumed would be obtained after the beast is tamed) which will then be carved into a statue of their honor during a ceremony where they will take the title of Agi-Kgo (or King of Riders). Usually people bring the tip of a Sandworms tongue as proof of their accomplished overpowering, but a king of Sandworms is said to be the incarnation of the sand god, Ndidi. In the black market, the tip of the tongue of a Sandworm can be sold to the hungry at high prices because it is said that it is sweeter than honey. Because of this, officials are beginning to outlaw the hunting of the Annerün.

Cause I may say that I have too many rp's...but that'd be a truthful lie. Too many is such a relative phrase.

Name: Kharrighan Loreley

Age: 23 (1243 yps)

Gender: Female

Race: Man-kin

Nationality: Gypsy that tends to hang around the outskirts of Faelee.

Standing: She doesn't care unless it has something to do with her or the environment/spirits. In general, she's an extreme pacifist unless she's driven to act for the greater good. (Something which has gotten her into trouble before.)

Profession/Role: She used to be a spirit medium for the Gypsy religion,( Gypsie Medium: what one would talk to the spirits using.), but she is shamed, so now she wanders and connects with the spirits and is a 'fortune teller'. During her 'wanderings' she usually helps out farms and the like in exchange for a roof over her head for the night or food. She is also a healer.

Appearance:She's 5'8" tall and weighs 110 lbs( Her body type is medium shoulders with long legs and curvy hips), and her skin is a sun-kissed tan that mellows out into a healthy peach during the winter that is always spattered with a pinch of freckled. She keeps her dark brown hair uneven, long, and slightly wavy, and it reaches somewhere about her waist. If she feels like putting in the effort, she'll braid bits of it and put glass, shell, bone or wooden beads into it and a bandana. It's usually knotless. As for scars and the like, she has this one visually drawing scar that starts underneath her right rib, widens slightly as it crosses her stomach, skipping her belly button, and down to somewhere near her left hip bone. She also has a few very minor scars on her hands, the tops of her feet, and her shoulders. She has a belly piercing that usually has some kind of very small stone on it, feathers dangling, or bones. She also has multiple ear piercings, including three cartilage on her left and two on the right, and the 'regular' piercings with two above each 'normal' piercings on each ear. The cartilage piercings are carved bone and the lower lobe piercings are made of carved wood that sometimes has dangling feathers. She'll normally wear a purple shell necklace around her neck, with white connecting seeds and black knots.

As for clothing, she wears flip-flops when she wears shoes, and often goes barefoot(If she's at the beach, she refuses to wear any kind of footwear). She'll normally be seen wearing baggy pants (If not see-through) or a long skirt that's made up of many different types of fabrics (Usually around the same color). Once in a while she'll wear something like tight shirts. She tends to wear more earthy colors than the other gypsies. as far as shirts go, she usually wears a belly shirt of some sort, since she's usually in Faelee, and it's a rainforest there. The belly shirts vary from loosely knit to a light fabric. She doesn't own anything that's for anything cooler than 75 degrees F.

She makes sure to keep herself clean and smelling of some sort of plant or pleasant smell like the salty beach. She's thought of getting tattoos, but hasn't had the right 'vision' yet. One of these days...Some more random tid-bits:-Her smile is bright and white, with a few teeth slightly off, but not in a way that is unattractive. Her smiles make her eyes crinkle, and her laughter is soft and whispery, like the wind.

Weapons/Equipment:-A string of glass beads of multiple colors and sizes.-A small bag of beach-worn bones.-One large beautifully hand-made mandolin (Light golden wood with a shiny finish that's slightly worn around the edges.).-A large deep red duffel bag to carry misc traveling things with. It has a few slightly worn spots that were covered with a dark green material that has been sewn to look like it's supposed to be there.-Clothing(Understandably, she's been living out of her duffel bag for a long while now). -One hand-sewn book: the cover is made of black fabric with wood for the insides, and the black fabric has patterns sewn into it. The actual book pages are made from 'recycled' materials. (Anything that can be re-used as writing material). -One large knife with a plain yet slightly used, wooden handle. -One whet-stone.

Personality:Likes:-Animals. Even bugs. -Books-Helping people-Making friends-Dancing (with or without people)-Music/making music (wink) (Is particularly good at playing the mandolin)-Meditating (Her favorite thing to do)-Nature

Dislikes:-Killing and people who kill-Damaging nature and people who damage nature-Politics

She's a very quiet person who treasures the few relationships she has and the living things around her. Since she views everything as a living thing, she treasures everything. When she sees people disrespecting eachother, it makes her feel disappointed because she knows that everyone deserves better. Despite being quiet and concise when she does speak to people normally, when she's doing her 'medium thing' she has a commanding voice that demands your attention: a voice filled with power. Since she has such a deep connection with nature, when she sees people 'littering' or destroying nature, she feels a fiery burning sensation in her chest: such an abhorrence for her own race. Her quiet nature belies her strength in the way that a bear is quiet before it ferociously murders something. She's more spiritual than religious.

Magick: She's a friggin' spirit medium with an affinity for wind magick, being able to see/hear spirits and converse with them and being able to converse with animals and 'nature'.

Hobbies:-Meditating-Talking to spirits. A lot. -Helping people. -Learning and being inquisitive in general. (She's so damn nosy.)-Dancing-Writing-Burning incense

History:She wasn't born into a rich family, and at a young age, she showed great talent in the arts of being a medium, and was brought up adhering to rules and learning the rules and beliefs of the gypsies. Once she turned sixteen, she became a small village's medium, despite her lack of experience, and her young age. She followed along, because it was expected of her, never saying anything against what people expected her to do: it was always easier to live that way. Then, she had enough.

She shamed herself and now is no longer allowed to have people come to her, (specifically), to speak to the spirits through her. This was because she started a scandal in the small community by denying belief in any of the gods/goddesses. She stated, calmly, that she believed in what could talk to her: nature and everything around her, not some well-written pipe dream. Despite her dishonorable departure form the village, she still keeps in contact with one of the villagers, a young man-kin around her age, who believed in Kharrighan despite her sate of 'banishment'.

Now she spends her time wandering on the beaches of Faelee and the general outskirts of nations. She's traveled for a while and is back in Faelee for now, trying to discover a meaning for herself other than living the life of a jetsam. On her travels, she heard a rumor about Meka, and that they were destroying the earth and planned to eradicate all life and spirit from this planet.

Appearance: Russel stands at a startling height of 6ft 5 with a wiry body, messy grayish blue hair that has a tinge of silver, brilliant sapphire blue eyes with a thin white scar running across the right eye and all set upon his slightly gaunt but rather handsome face.

His face is always fixed in a menacing or otherwise taunting glare which seems to bring everyone down to their knees or provoke them unintentionally. His whole body is covered by his sleek blue hooded cloak with white trimmings. A large and beautiful white dragon can be seen on the back of his cloak, starting from the tail at the bottom and ending with the mouth around the collar.

Not really afraid of any unwanted attention, Russel always has Frysta on his back or on his shoulder. On the inside, Russel wears a black leather armor with a pocketbelt. He also has a pair of snow white gloves made out of protective leather and some sort of animal skin which lasts in extreme weather and harsh conditions. As for shoes, Russel wears a pair of dark brown boots with a steel spiked plate at the bottom meant for traveling in snow and ice like his gloves. Another thing to note would be his black leather pants which are fastened securely to his legs with small black straps.

Weapons/Equipment:Frysta (Frish-Ta) [First Form]Frysta is Russel's main weapon in its first form, a spear that measures as long as 8ft which is longer than his own height. The blade is extremely unique when compared to other examples of a typical spear. Rather than the usual straight and long piece of steel used on a spear, Frysta has a long cockscrew-shaped blade which measures as long as a whole foot long. Small spiky blue feathers are seen at the base of the blade and the small white symbol of a dragon is seen at the bottom of the pole. The spear is made up of some sort of magical element, probably ice or water or even both, and radiates cold air whenever Russel is angry or uses magic, boosting his attack's effectiveness greatly. Russel is a versatile fighter with unmatched speed when it comes to using Frysta. Frysta was bestowed to Russel when the 'incident' happened when he went on a little ice cavern exploration.

Frysta Dreki (Frish-Ta Drei-Key) [Second Form]The second form of Frysta which can be activated by a simple thought from Russel. The spear glows from immense power and splits into eight swords with blades measuring as long as 5ft which hover in a circle around Russel with the blades facing outwards. The swords are of a beautiful sapphire blue color and seems to be slightly transparent, resembling crystals or ice. An advantage of Frysta Dreki is that Russel is able to command them to attack in any way and nothing limits his power over them. Spells can also be cast from afar with these swords but it takes a small recharge for every spell.

Frysta Kal Dreki (Frist-Ta Kal Drei-Key) [Final Form]Almost never used, Frysta Kal Dreki is Frysta's last and true form which can only be used if there is an agreement between Russel and Frysta itself. Frysta Kal Dreki is not actually a weapon but an armor. Upon activation, ice will appear and encase Russel, only to crack later and show him being in the armor. The armor itself is made of the same sort of material as the swords and spear's blade from Frysta Dreki and Frysta respectively. The armor resembles a knight's armor. The helmet resembles the shape of a dragon's skull, icicles protrude from the shoulders, the fingers of the gauntlet's are more like claws and large fins of sorts appear along the spine. A large tail made of the same material of the armor also appears and two large crystal wings can be seen. Russel gains a high pain threshold, flight, resistance to certain magick and lots of strength and endurance when using it but loses his logic which is replaced by the animal instinct of Frysta itself. He is also extremely weak to fire magick in the armor.

Deck of Playing CardsJust a deck of playing cards.

RucksackUsed to carry around maps, supplies, water bottles, documents and the like.

Personality: Despite how he looks and his job, Russel is not the sort of cold-hearted bounty hunter which you would expect to see ripping off people's heads or cutting their stomachs open in public. Instead, he's like the salt of the earth, good-spirited and so much of an optimist to the extent that his positivity in life can illuminate the darkest of abysses. He's generally a good guy, always willing to help you and avoid arguments whenever possible.

He does however have a slight flaw within all this goodness, his control over his temper. When angered, he'll easily go berserk and strike everything that's in his way. There's also the fact that he gets a little too enthusiastic with things sometimes and this causes him to act stubbornly without care for consequences of his actions. He's also quite loyal and can easily be trusted by others. Another thing about Russel is his odd preference of colder climates and attraction to water.

When in battle however, Russel's personality changes completely and switches to the cold-hearted, fright-inducing and terrifying bounty hunter which the fugitives of the criminal world know so well. There was also a rumor in the past about him thrusting Frysta through the head of a bounty and all the while, Russel had a evil and satisfied Cheshire grin plastered on his face.

Magick:FrystaFrysta is not just a spear. In fact, Frysta isn't even suppose to exist in the human plane of existence. Frysta is the spirit of a deceased dragon who was the guardian of the icy regions of Icilee, protected wildlife and kept away intruders. After being stumbled uopn by Russel, the dragon became a part of Russel's sould without the other party's consent and presented the man with unimaginable power. Because of Frysta, Russel is able to manipulate the elements of ice, water and frost to his own will.

History: Russel grew up as a normal and active child to a family of the Gypsy Faith in the regions of Faelee. He grew up alongside the commonly found family of fortunetellers, merchants and spiritual practitioners. When the war started however, the family suffered a financially and decided to move to Icilee where business was prospering greatly at the time. By that time, Russel was already an adult, helped around the house by doing odd jobs, went out for the occasional beer and to his family's worry, solo expeditions into the neighboring ice caverns.

To most people, Russel was living the good life and nothing seemed to come close as to changing anything about it. That is, until he found Frysta.

Before being stumbled upon by Russel, Frysta was the dead spirit of a powerful dragon who lurked in the icy caverns found in Icilee. The dragon was one of the mightiest in ancient times, guarding the caverns from people who wanted to intrude and protecting the wildlife surrounding it. However, time eventually won its battle against the mighty guardian and slowly dragged it into the pits of death. Knowing that his time was short, Frysta froze himself into one of the cold mountains of Icilee and intended to stay there forever.

His intention was however, not fully appreciated.

A large amount of time went by and Russel stumbled upon him during a risky solo expedition into one of the most dangerous caverns in Icilee. As he made his way deeper into the caverns, the ice surrounding him turned from pale white and teal into a magnificent and almost magical sapphire bluish glow. Excited by his discovery, Russel ventured deeper into the caverns and found the source of this change. Right in front of him, a large white dragon with large blue fins and scales slumbered in ice, its beauty ever so intoxicating. Awestruck and surprised, Russel's curiosity produced a temptation so difficult to avoid, even his conscience urged him to follow. He reached out a hand and touched the smooth surface of the ice.

Suddenly, the sapphire glow around him was absorbed into the ice and the head of a ghostly dragon's skeleton phased through the from the icy cold prison and roared at him. In a situation like this, most people would have retreated in fright but Russel looked extremely clam and stood his ground.

"Tell me, oh wise and powerful serpent of the ice, why are you here and entrapped in your very own homelands?", Russel asked without any evident fear.

The dragon grunted and sniffed Russel with its ghostly snout before answering, "I was once powerful but time waged a victorious war for my life and before falling. I encased myself in my very own ice. For thousands of years, I have guarded this sanctuary with my power from the realm of spirits. However after these thousand years of slumber, I am awakened by a weakling such as yourself. I find you disgusting and nothing of worth to talk to me", the dragon paused and the place was so silent that only Russel's breathing could be heard. After a short moment, he continued, "And yet, here I find myself talking to a weakling like you. Who is so frightened that he cannot even have himself run for his own life... I find you, interesting. So tell me weakling, what is your name?"

With a calm expression, the answer came without hesitation, "Russel. My name is Russel Summers. May you be so kind as to tell me yours as well, great one?"

"Frysta, the great guardian of ice and frost", the dragon said slowly in its ghostly voice before flying out of its icy chamber and into Russel's body. Russel was almost thrown back by the force as the spirit entered him and a voice could be heard from his thoughts.

"And now, you will be my successor"

In but a few weeks following the incident, Russel packed up and left Icilee with his parent's tears dropping. Confident that he was walking upon a new path along with his newly found power.

Appearance: Xanthius stand at about 5'8 tall and weight 180 lbs. He has a muscular body frame from training when he was a bandit. His eye color is black and his skin color is slightly darker tan. He has small three small claw marks on the side of his of his cheek. His hair is very messy shag hairstyle http://coolmenshairstyles.com/images/20 ... rstyle.jpg. He wears a brown color vest that has eight pockets to place his throwing knives in. Underneath his vest is a plain white t-shirt. The lower part of his clothing is worn out black leather pants and brown boots. He also has a small pack on the side of his pants where he keeps the ammo for his crossbow.

Weapons/Equipment: (WIP) Xanthius wields a Butcher Blade for close corner combat with it sharp edge that can slice thought thing thin clean. He also has throwing knives which he can throw at fast speed at long distances and are effective in any situations. To keep up with the steampuck age he use a crossbow gun which come with paralyzing and normal bolts.

Personality: (WIP) Xanthius

Magick: None

Hobbies:-Sleeping-Drinking-Fighting-Gambling-Training

History:Xanthius grew up in the Glass Desert with his poor mother and two little brothers. His father died in the war against Xephamor. Even thought his family was poor share-cropper on a kind land owner name Highfell. Xanthius believes that these memories were the only time when he was truly happy. One day while Xanthius was help his little brothers and mother desert slavers attack the farm. They took Xanthius mother and his siblings so that they can sale them for money. Xanthius try to stop them but was beaten to near death and left to died. Xanthius wouldn’t have survived if it wasn’t for two Blood Glass bandits that spotted him on the desert sand. The two bandits brought him back to their camp to nurse him back to health.

After healing form his injuries Xanthius decide to go out to look for his family but the bandits told him that it was hopeless to found his family because they might have already been sold off to different parts of the world. The bandits took pity on Xanthius and went to their leader to ask if they could let him stay with them. The boss agreed but only under one condition that Xanthius pull his weight around the camp and proves that he had what it take to survive in the Blood Glass gang.

He becomes part of a group of notorious bandits who called themselves the Blood Glass bandits. The gang was know for there organize raids and despicable acts on helpless villages in the Glass Desert. Their leader name was Draylen the Black Snake of the Glass Desert. No one knows why he nickname that and no dared to ask him. As the years want by Xanthius rose thought the ranks. At the age of 23 he became one of Blood Glass gang four generals. People in the Glass Desert called him the Butcher because the weapon he wield. Draylen and his four generals lay wasted to many villages and murder men, women, child that came across his path.

Xanthius grew tired of the raiding village and decide to leave the Blood Glass gang camp in the middle of the night. Xanthius move on to self employe himself as a bodyguard. He was hire by a rich noble man named Kerridon the third. His job was to escort his 15 year old son Kerridon the fourth around the world of Rathya. Kerridon the fourth wanted to visit the capital city of the Mekian Empire. So Xanthius and the Kerridon the fourth got on the nearest ship and head for Meka.

Theme:

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-Clara, a sophisticated female model robot. She happens to be a clock work masterpiece and acts as a maid, which explains the garment she wears. Her metal plating (skin) is completely a finely polish bronze with silver lips and fingertips and man made long raven black wig. She is an elegantly designed doll as she moves about.

-Sword

-Gardening tools

-Pots

Personality:

In summary, he is a hot blood male who has a taste for the finer things in life. Eccentric, enough to be legally declared insane. He studies other cultures as a hobby, not just for business purposes, but for his own. He is persuasive with others, capable of talking his way into a situation. Through, if he in a tight spot and talking isn't going to solve a problem, then there is a reason why he is hot blooded. He can and will enter a fight quite easily and will enjoy doing so. Roger can speak with a harsh tone or one with a more refined tone of voice, he enjoys all company. Favorite things besides plants is fine art, fine wine and foods, and fancy robotic assistance. Dislikes people insulting his plants, which enrages him and ignorance.

Magick: Psychic

Botanopath- The psychic power over plants. To manipulate and mutate, all species of plants to suit the needs and desires of the user. Most confuse Roger of being a performer of the arcane arts, but this is due to the limited people limited knowledge. It also doesn't help that Roger's irises changes color, when he uses his power. Its a lavander color, not glowing, just an unnatural shade of light purple. His control of his powers have been honed through the years, however, if Roger is enraged in some manner, it can cause his plants to mutate in an unstable kind of way, forming something hideous and vicious. Unfortunately, you can't have something out of nothing so to use this psychic power, Roger requires a source of food and a place to grow. Now sources of food can range from sunlight, water, sweat, and blood. Places to grow can include a pot, the ground, and inside a body if your desperate. To have his plants gain special effects, it has to have something that can cause that effect. To have plants that can poison or drug people, the seed has to grow with said poison and drug. To disrupt other magick or consume it for that matter, a seedling must have encountered it before hand before it grows into a fully developed plant. To resist extreme temperatures, a seedling must grow around such temperatures to resist them, which is the main reason why Roger's plants are well liked in certain countries. Accelerated growth is an additional bonus to this power, but only if Roger will's it so. Therefore the seeds he has altered, can grow at normal time into plants if he, Roger, desires that.

Hobbies:

Gardening-the sole reason for his success, which is specially odd given that Roger lives in an arctic wasteland so to speak. He has a fondness for flowers, but really enjoys growing food that he can consume or more importantly sell.

Business Linguistics- He has become a success not just because of his product, but how he influences others to sought after his products. He is a man, who likes to talk, and importantly likes to talk about his product.

Studying- As mentioned in the personality section, Roger spends his spare time studying in his den of the world around him.

Fencing- A practice that started with trimming and evolved into a desire for swords play. Only a eccentric like Roger can transform such a calming action like a hot blooded adventure.

History:

Theme:

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"Fate smiles on the strange. So its a good thing, I'm the strangest of all." - William Livingstone, Cirque de la Nuit

Sulism---- A religion full of self-righteous priests and priestesses who pledge their faith to a goddess of the sun. Their beliefs have a pretty clear description of "evil", leading them to condemn thieves, murderers, and practitioners of the black arts. According to their teachings it is their duty to free Rathya of the "evil" that pollutes it (AKA wipe it out, but they don't say that). Those who are "pure" are allowed to enter paradise. This is possibly one of Sophya's reasons for their onslaught of the Orks. The Orks were basically barbarians and practitioners of the black arts in Sulists eyes. If a person is said to have "redeeming qualities" such people are put on trial, and if the goddess finds them "worthy" they will take on the veil of the priest/priestess and will be trained to tend to the temples and teach the novices. That's another way Sulist priests/priestesses come about, sometimes people just hand their kids over to a Sulist temple thinking that it'll gain them favor in the eyes of the goddess. Sulists tend to have a large impact in law, a lot of them sitting on the Council of Judges. As a result, most Sulist priests/priestesses are feared throughout Sophya. A priestess often covers everything from head to toe in white, only showing their eyes. Like the priestess, a male priest also wears white, concealing clothing, but they are allowed to show their face. They just have to wear some kind of covering on their head. Usually its just a white cloth or something. High-ranking priests and priestesses tend to have golden weaving in their clothes. They also tend to wear lots of jewelry. Just keep in mind that neither sex are allowed to pierce their skin. Sulists have a whole "purity" thing going on. Their chief goddess is Sophya, a wise goddess who lives in the Pyr (which is said to be some sort of demon smiting beast who burns people alive if they are impure and try to touch him, in fact he burns people alive anyways). Her servants are the Sul, beings made completely out of light. Sulists also don't believe in the whole "twin moons are fighting thing". Their version of it claims that they are just two spirits "dancing eternally" and that any disruption of that dance will raise the seas and plunge the world into chaos. Technically they are right.

Bludism---- Also known as "The Complete Opposite of Sulism". While Sulists pursue wisdom, Bludists pursue knowledge. They are also WAY more open minded than Sulists, and often consider evil a "necessity". They simply don’t look people down if they screwed up their lives, and often side with the underdogs and vile. Their traditional dress tends to be slightly more revealing than Sulist dress. For one thing it is not uncommon for a Bludist priest to be shirtless. Also, Bludists priests and priestesses like to BLINDFOLD themselves. Why? According to Bludist teachings it is in fact a blessing for one to be blind, they believe in this thing called the “Third Eye”, something that almost everyone has but they’re too busy using their normal two eyes to notice. Bludists were the first psychics! They were also the first alchemists, often dwelling into the dark arts and creating monstrosities that would make a Sulist hurl. The first Bludists used to be Sulists actually, but certain disagreements (mainly revolving around the Orr-kin) lead to the Great Schism, and both parties just split apart, going their own way. They borrowed a lot of their beliefs from the Orr-kin they traveled with (these guys will eventually create Xephamor by the way), such as the tale of the twin moons and their eternal struggle. They also developed their codes concerning battle and war. One of the ways a person can become a priest involves fighting while blinded. Blood rituals are another thing they borrowed from Orr-kin culture. A lot of these rituals are….disturbing in nature, some even involve one drinking their own blood. Their chief god is Xegaul, the God of Chaos and Holy Eye. Legend has it that Xegaul is the son of the creator god (Khron), and was allowed to rule the universe before the world began. His servants are known as the Umbry, and are said to be envious of men and their beautiful faces. The Sul and Umbry had a large battle in one myth (a reference to the Great Schism). Xegaul was blamed for the battle and cursed for his servant’s actions against Man-kin (by Zorron of all gods!) and was trapped in a “a place in between worlds”. A Bludist prophecy states that he will one day break free and swallow Rathya whole as revenge. So why worship this guy? According to Bludist teachings, Xegaul has infinite knowledge, so to win his favor is to know everything and…you know the rest.

The Orr-kin Faith---- A long time ago the world was born from flames, and was a land of fire and brimstone until the Dragon Mother came and breathed life into it. The Dragon Mother is described as the mother of all creatures. Pronuu (their chief god), is the wielder of life and death (essentially Pyr, just with a different name, it is said that the Orks invented Pyr in the same way they ‘invented’ fire). Most Orr-kin lore states that the Dragon Mother is the one who gave them fire (which they would eventually give to the Man-kin), and thus teaching them how to cook meat and hunt. They also invented the story of the twin moons and their eternal struggle, going as far as to say that the Man-kin are decedents of Zorron and Manna (essentially a goddess of life), while THEY were decedents of Orron and the Dragon Mother (thus the name). The Orr-kin Faith revolves around war and bloodshed. Two people who fight with each other in warfare are taught to be bounded by blood (warbound), a male and female Ork mate through the exchange of blood, and blood sacrifices are made to appease the Dragon Mother’s hungar, in the same way Xephamorians offer blood to appease Xegaul. Most sacrifices are prisoners of war, particularly prisoners who fought the hardest, as they were deemed worthy of the Dragon Mother’s hunger. Orr-kin priests are often chosen at birth, and are in charge of passing down Orr-kin lore from one generation to another. War is an honorable thing to the Orks. Those who died in war are honored by becoming a part of the Spirit World. Prisoners of war are honored by becoming sacrifices. War heroes often become priests themselves. The Orks like to seek out conflict in an effort to better themselves due to their religion. Change and conflict is a big factor in the Orr-kin faith. That’s part of the reason why the twin moons are so important to the Orr-kin. Not only do they perfectly describe their struggle with the Man-kin, but it also sets an example for the young. There is even a story about the dragon mother being attacked by a Man-kin, but instead of killing him she let him live and had even given him the secret of fire. This also reflects the Orr-kin giving the Man-kin the secret of fire themselves. Orr-kin lore is unique in the fact that it tends to reflect much of the Ork’s history.

The Gypsy Faith---- The Gypsy Faith is a bit more complicated than the first three religions. There are over a thousand gods in the Gypsy Faith, a lot of them contradicting each other. This is due to the fact that the Gypsies are basically made up of a bunch of different dead civilizations put together, so certain beliefs that have mixed and mashed against each other over the years. There are a few unified concepts however. The central god of the Gypsy Faith is the Creator, Khron, who is often depicted as a spider weaving the web of the universe. According to legend Khron created the world from the threads of his stomach (which are known as the threads of life). From his stomach he also eventually “gave birth” to the God of Chaos (Xegaul) who proceeded to rule the universe along with his father. As the story goes Xegaul grew lonely so Khron created for him a wife (from the threads of life) named Diana (who is also compared with the Orr-kin goddess, Manna). They made love to each other and gave birth to Rathor and his brothers: Pyr, Zorron, and Orron. Rathor ruled over the new planet, Rathya, and created Sprites (nature and animal spirits) to watch over the new planet. These Sprites will eventually become the many gods and goddesses of the Gypsy Faith with Khron, Xegaul, Diana, Rathor, Pyr, Zorron, and Orron as the head gods. The Gypsy Faith also accepts the existence of the Sul and the Umbry, but they do NOT accept the existence of Sophya. Temples and shrines dedicated to individual Sprites are located all over the planet where each and every Gypsy worships in his or her unique way. There is no “true” way of worship in the Gypsy culture, they are as opened minded as Bludists and are even more so. One thing must be noted about the Gypsy faith however, followers of it are more or likely sensitive to nature. It is said the high priests and priestesses of the Gypsy faith are even able to talk to the nature and animal spirits of their lore via medium. Apparently this is supposed to be where they get their laws from.

"Suddenly Frodo noticed that a strange-looking weather-beaten man, sitting in the shadows near the wall, was also listening intently to the hobbit-talk. He had a tall tankard in front of him, and was smoking a long-stemmed pipe curiously carved. His legs were stretched out before him, showing high boots of supple leather that fitted him well, but had seen much wear and were now caked with mud. A travel-stained cloak of heavy dark-green cloth was drawn close about him, and in spite of the heat of the room he wore a hood that overshadowed his face; but the gleam of his eyes could be seen as he watched the hobbits."

I was wondering if my gypsy character could have previously been a spirit medium that shamed herself and now is no longer allowed to have people come to her to speak to the spirits through her? Maybe some kind of scandal could have caused it?

Claiming a spot at the moment. I should have most of the CS up later.Most of the CS is up. Finally Done.

Name: Jeggred Nalaar

Age: 28

Gender: Male

Race: Man-kin

Nationality: Icilee

Standing: Neutral, because both sides will need supplies, and he’s willing to make a deal with both of them.

Profession/Role: Like most Icilees, Jeggrad is a merchant, dealing in most everything from produce, to artwork to (if you know the password) fire arms.

Appearance: Jeggred stands at 5'11 and weighs a lean 150. He has the typical runner's body, being fairly skinny but is all muscle. His upbringing allowed him to become fast and agile, and when he's not doing business he likes to keep in shape. Jeggred has a very pale complection, partially due to the climate of Icilee, and partially due to he does most of his work at night. He also has Black hair and White eyes, yes you read that right, white eyes. An oddity, the color of his pupils is as white as the rest of his eyes, only a thin outline can be seen when one looks close enough. This odd coloration has lead many people to believe he's blind, but in fact his vision is 20-20, though it does make a great ice breaker.

When out an about, Jeggred allows himself to at least look fairly decent for his customers. He wears fine black dress pants, and a nice white shirt to go along with it. Though it is rarely seen, due to the fact he always wears a fine leather trenchcoat and black Ivy Hat. He claims that it makes him look more fashionable, but truthfully it's a custom jacket, with a fair amount of pockets on the inside. It's helpful because it hids his ammo, gun, wallet, knife, and anything else he usually has with him without anyone noticing any of the items. He does however, wear comfortable shoes, not dress shoes. Mostly its because of stated above, were he likes to go for a run or walk every so often. Also on colder days, he's sometimes seen with a black and white checkered scarf, that manages to wrap around his neck and fall about gut length on his body. (This scarf makes most people believe his favorite colors are black and white, which in truth isn't, he just looks the best in those colors in his opinion.)

Weapons/Equipment: Jeggred’s carries a variety of guns with him at all times. Being a fairly successful merchant, one can never be too careful. Currently he carries with him a six shot revolver, with extra ammo*. And has recently purchased a new shotgun, with extra ammo*. Jeggred also carries around a six inch hunting knife for times with low ammo or no room for shooting.

*UPDATE: Currently down to 20 Bullets with Revolver, 16 shells for shotgun.

Personality: Jeggred is the shrewd business man through and through. A customer? He's the most honest and decent person you'll ever meet, buying or selling he'll never steer you wrong. A competitor? He's the most low-down, devious, despicable asshole you've ever seen. Willing to go as far as death threats and (in extreme cases) kidnappings to get you to back off his turf. Those foolish enough to call his bluff have regretted it every day. However his true personalty lies when there's no business to be had (rare times indeed). He's greedy, manipulative, and cunning no matter what the case, and that's how most people (outside the market) see him.

He isn't afraid to manipulate anyone to get what he wants. Jeggred's entire life is dedicated to making money. A few have seen him giving food to local orphans, while he was claiming he'd come from that life and wanted to make life easier for them. However truthfully he hopes they'll become successful like he is and eventually come spend their money at his shops. In fact probably the best way to describe Jeggred would be a mercinary. He goes where the money goes, no ties to anyone or anything if someone else is willing to pay more. He does a damn good job at what he's paid to do though, and you won't find him turning down a lot of job offers.

Magick: Psychic, mind reading to be exact. Its how Jeggrad is able to slowly gain people’s trust and somehow know all the prices everywhere, everyone assumes he is just well versed in everything, but he can freely enter and exit anyone’s mind. However, he can only look for specific things at a time, he can’t just waltz in and start looking at everything, Jeggred has to know what he’s looking for ahead of time in order to read someone’s mind.

Hobbies: Jeggred’s main hobby is gun collecting, of all sorts. Pistols, Shotguns, Rifles, he isn’t picky. He mostly likes to collect them for the most important reason: profit. People on the black market are always willing to pay huge sums of money for weapons, however he does keep the best guns (in his opinion) to himself, but for the right price, he’d even give those up.

History: Jeggred grew up in the capital city Cyrko in Icilee as an orphan. Abandoned on the streets at five, he couldn’t remember anything before then, just his name and where he was. Life’s hard as an orphan, especially in a country as cold as Icilee, it was a tough life growing up, even in the ever booming economy of Icilee, it was still rare to find a kind enough Samaritan for an orphan. Especially considering he was in the poorest area of the capital city. Every day he would wander the market, looking for scraps, he would become even more fascinated by how much money these merchants were making. How could they charge so much for a loaf of bread, and everyone accept it? People were willing to waste money like that? Jeggred had to be apart of this system. Jeggred started working for them when he was 10. Who you may ask? Anyone who’d hire him. They didn’t care, all they cared about was making sure the jobs got done. Most of them involved the black market, drugs, stolen goods, etc. Through his quick deliveries and lack of complaining or questions, he was given more advanced jobs, like blackmail and information gathering. These skills would help him to pursue his actual dream, to be the richest man in Icilee.

After working for the Black Market and Planning for 8 years, Jeggred decided to put his plan into motion. Because of his hard work over the years, those in the black market came to trust him, and that allowed him to have connections in the black market. Using them, Jeggred was able to snag produce, gems, and other various goods for cheap, mostly from robbers, thieves, murderers, etc, to sell every thing slightly cheaper than the other merchants. The same items for lower prices? It’s no wonder he has so many loyal customers (Wal-Mart anyone?). They’re so loyal in fact, no one’s noticed the increases in prices since the sixth month he opened. Now his goods are some of the most expensive, so people believe they’re of higher quality, and thus want them more.

Jeggred has cheated and stole to get to the seat of power, but he never lied to his customers, that’d just be bad business. However years of the same old, same old, began to bore him, immensely. He wanted more excitement in his life, and thus he returned to his roots. With the long war over, there was a huge supply of guns, and an even bigger demand for them. One of his friends let him try a revolver out, and after firing the six-shots at a target, he knew they were just what he wanted. Jeggred devoted the next few years researching, manipulating, and swindling his way into the arms dealership in secrecy, while maintaining his current marketplace standing as well. However, to keep the good graces of his connections, occasionally he will do a job for the Black Market, but they haven’t contacted him for one in over a year.

Last edited by Cheesemore on Sun Jan 02, 2011 1:18 am, edited 7 times in total.

Fenix13 : Cheesemore if you get any more awesome this thread is gonna explo- WHAT THE FFFUUUUUUUUUUU- *Everybody dies*BeeAre : i'm just going to go ahead and say it: this thread is cheesemore's thread now. like. he's officially spam's last post crusader, always seeking the last post like a knight looking for the holy grail. poor bastard. godspeed you goofy motherfucker.JesusChrist : 16. Cheesemore should always be addressed as "fucking Cheesemore" because he's so pathetic [see: Last one to post thread]SoulScavenger : Cheesemore, your avatar is awesome. That is all.Akaine : Cheesemore...if this was facebook, I'd approve of your comment with clicking 'like'.sam4books : Cheesemore earns an awesome point.